Just to counter your LWJGL cons:Texture loading: have a look at Slick-utilShader loading: Here is some code that I orginally appropriated from the princec's SPGL. Extend Program to define a new shader, as in this example

Not really a fair comparison, since LWJGL is a small gaming library designed help you create fast modern accelerated games in java (covering gfx, sound, input, native window system, etc), while JOGL is an OpenGL binding.

I'd pick LWJGL, since its small, fast, regularly maintainer (last release 2 days ago) and the community around it is just excellent.

how easy is it to do multiple display areas with a shared context? or maybe even different contexts?

By default its recommended that you use the native display, since its fast with minimal (almost none) AWT bloat but its designed for only one window, as that is what almost all games use. However you can pretty easily use LWJGL with AWT which allows support for multiple displays.

Not really a fair comparison, since LWJGL is a small gaming library designed help you create fast modern accelerated games in java (covering gfx, sound, input, native window system, etc), while JOGL is an OpenGL binding.

JogAmp and LWJGL are quite similar. LWJGL native window system and input have been more tested and used than its JogAmp equivalent, the OpenAL binding of LWJGL is better maintained than JOAL but the OpenGL-ES binding and the OpenCL binding of JogAmp seem less young and more tested than their LWJGL equivalents and sorry to remind you this some bugs impacting low end graphics cards and/or some window managers on Linux have been fixed after (3?) years of complain whereas JOGL has an excellent Linux support even on crappy on-board graphics chips and graphics cards sold in 1998 (Matrox Millenium G200).

I don't know the situation of LWJGL in this area (LWJGL is used in very famous video games like Poisonville and Minecraft) but JogAmp is used by several private and public organizations including universities, miscellaneous corporations, foundations:NASA, IBM, Eclipse Foundation, SRA International, Ankama Games, Agency9, Masa Group, Sculpteo, Previznet, ...

JOGL can work easily with safety critical systems and is used in both scientific and military applications.

That's why I still advise the use of JogAmp and I'm personally invested in the JogAmp project, I keep an eye on the JOGL support of various API and engines (Ardor3D, JMonkeyEngine, GEF3D, jzy3d, NiftyGUI, ...). In my humble opinion, the latest stable release of JOGL (JOGL 1.1.1a) is more stable than LWJGL. Both sets of API should have been merged because it would allow to have a single stronger and more maintained unified set of API integrated in all 3D engines written in Java instead of having some engines that are more focused on one of them. Sorry for my very long reply. Sven and Mickael, keep up the good work

I'm working on JOLWJGL, a project that should settle this JOGL vs LWJGL niggling once and for all!

Meantime I'd go with LWJGL. It worked straight out of the box for me, whereas I had a lot of hassle getting JOGL to work. LWJGL also seems to be better keyed in to other projects (jME, jPCT, jbullet &c).

Doesn't sound very humble, but odd how a project that was abandoned and hasn't been updated in almost two years can be more stable, got any evidence to back that up?

JOGL has never been abandoned, look at the different repositories. However, problems with Oracle have complicated the situation and there were some problems of visibility. I complained about several bugs on Linux that have been fixed very recently whereas I have never had such problems with JOGL on Linux. I remember that the computer of my parents crashed when I tested the LWJGL version of Jake 2 in 2008 with Microsoft Windows XP, VIA on-board graphics with an up-to-date driver.

Meantime I'd go with LWJGL. It worked straight out of the box for me, whereas I had a lot of hassle getting JOGL to work.

I see, it works straight out of the box, I even had a pretty black screen some months ago (because of a regression with ATI graphics cards) when launching Space Invaders. Is it what you mean by "straight out of the box"? If so, you're right.

java-gaming.org is not responsible for the content posted by its members, including references to external websites,
and other references that may or may not have a relation with our primarily
gaming and game production oriented community.
inquiries and complaints can be sent via email to the info‑account of the
company managing the website of java‑gaming.org